mobile computing - university of notre damecpoellab/teaching/cse40814/lecture...• martial arts...
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MOBILE COMPUTINGCSE 40814/60814Spring 2018
The Past – The Present
Steve Mann• 1970s, pre-laptop, early computer era.• Building computers he could wear.• Inventor of wearable computing.
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Steve Mann• 1991: Started the ”Wearable Computing
Project” at MIT.• 1995: World’s first covert wearable
computer – camera and display concealed in ordinary eyeglasses.
• 1997: PhD from MIT in the field he himselfhad invented.
• Today: Works at University of Toronto.
Steve Mann
What is Wearable Computing?• Mann
• constant and always ready, • unrestrictive, not monopolizing of user attention, • observable and controllable by the user, • attentive to the environment, • useful as a communication tool, and personal.
• “A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible. Most notably, it is a device that is always with the user, and into which the user can always enter commands and execute a set of such entered commands, and in which the user can do so while walking around or doing other activities”
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What is Wearable Computing?Seven attributes of wearable computing [Steve Mann,
1998]:
1.Unmonopolizing of the user’s attention. User can attend to other events.2.Unrestrictive to the user. Allows interaction while user carries out normal
functions.3.Observable by the user. As the system is being worn, there is no reason why the
wearer cannot be aware of it continuously… but this contrasts with 1!• Better phrasing: User can identify computational and non-computati onal components of
their clothing.
4.Controllable by the user. User can take control at any time.5.Attentive to the environment. Can enhance the user’s environment and
situational awareness.6.Communicative to others. Can be used as a communications medium.7.Shares the same physical and situational context as the user.
Wearable Computing
Intelligentagent(user)
(Non-wearable)computer
Output
Input
InputOutput
Intelligentagent(user)
Wearablecomputer
EnvironmentActuation(eg. walking)
Sensation (eg. Camerarecordsoptic flow)
Output
Input
InputOutput
Purpose: Mediate Interactions• Wearable computers will help provide a consistent interface to computationally augmented objects in the physical world.• Example: Gesture Pendant• One gesture could provide an intuitive command for many devices
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Purpose: Aid Communication• The wearable can also assist in human-to-human
communication.• Wearable computers can also help manage interruption in
the user’s daily life.
Purpose: Provide Context-Sensitive Reminders• Instead of simply acting as a virtual secretary, the
wearable could be proactive and intimate, listening to the wearer’s conversations and providing reminders as appropriate
Purpose: Augmented Reality• Augmented reality overlays information-rich virtual
realities onto the physical world.• In a sense, augmented reality is a combination of the
application domains described previously.
• https://www.youtube.com/watch?v=vDNzTasuYEw
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Components of a Wearable Device
Head-Mounted Display (HMD)• Small screen, typically covering one of your eyes.• Works like an ordinary monitor, providing an image
floating in the air in front of you.• Transparent vs opaque.
Camera (& Sensors)• Suitable placement
• Head, follows user’s gaze.• Shoulder, more stable.
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Input Device• Keyboard
• Canesta’s IR keyboard.• Arm-strapped keyboard.• FrogPad• Twiddler chording keyboard
• Mouse• Twiddler, again.
• BrainGate
Input Device• Gestures
• Gesture Pendant (controlling smart homes)• Voice recognition
• Siri
• Multi-modal interfaces• Something new?
Output device• Sight – Visual output
• HMD, wristwatch...• Hearing – Audio/sound/speech/music
• Speakers, earplug/headset...• Touch – Tactile feedback• Taste and smell
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The Computer Itself• Anything small, but powerful enough
• Smartphones• Smartwatches• Embedded computers
Network Connection• Benefits of having a network
• Access to the Internet• Communication• Localization
• Wireless network connection• WLAN• 3G, 4G, LTE• Bluetooth, ZigBee• InfraRed
Other Challenges• Connecting all pieces
• Wires (embedded into clothing?), wireless (security?), body as conduit
• Power supply• Batteries (rechargeable; solar power)• Human powered devices
• Body heat, 0.6 – 4.8W (wetsuit clothes)• Breath, 0.4 – 2.5W (pressure mask)• Blood pressure, 0.2W• Limb motion, 0.3 – 1.5W• Finger motion, 0.019W (keyboard typing)• Walking, 5 – 8W (shoe generator)
• Heat dissipation
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Examples• Technicians
• Blueprints, etc.• Field workers
• Access to information given by remote experts.• Military personnel
• Soldiers, monitoring health, equipment, etc.• Maps and terrain.• Infrastructure (sewers, roads) in urban areas.
• Researchers
Examples• Wearables for sports training
• Karate trainees are instrumented with acceleration sensors.
• Sensor data is translated directly into sound output.
• Trainees can now ‘hear’, as well as see instructor’s movements.
• Trainees can also hear themselves: attempt to match own sound to sound of instructor.
• Martial arts training is about reproducing patterns over time, not just matching static poses; therefore, sound is a useful sensory stimuli to introduce to training.
• Result: Trainees with system tended to learn faster than trainees without system.
Examples• Wearables for the military: Future
Force Warrior (FFW)
• Onboard physiological/m edic al sensor suite to accelerate casualty care
• Netted communications to maximize robustness and integration of small teams
• Embedded training (similar to martial arts example?)
• Enhanced situational awareness (heads-up display?)
• Synchronized firing of weapons from team.
• Bone conduction technology: “talking and speaking without sound or hearing”
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Examples: Smartphone Extensions & Fitness Trackers
Examples: Fitness & Health• http://www.sensoriainc.com/
Examples: Fitness & Health• Hexoskin Clothing• http://www.gizmag.com/hexoskin-sensor-t-shirt-body-
metrics/29098/
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Applications• Mediated Reality
• Experiencing the world through the computer• Allows computer to process the sensory cues before
reaching the user• E.g. block commercial billboards
• Augmented Reality• Overlaying virtual information on the real world
• E.g. allow architects to build virtual houses• E.g. the AR Quake or AR Pacman game
• Both realities can enhance your senses
Applications –Augmented Memory• Trivial example, finding your way
• ”Where did I park my car?”
• Camera on your body records the way• Replay helps you find your way back
• Only key events need to be recorded• Example: Intersections at a car park
Applications –Augmented Memory• Elderly or people with poor memory
• Remember name and face of people• Image processing can recognize a face and map it to the person’s name
and affiliation• How should it be presented?
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Applications –Annotated Reality
Applications -Advertising
Applications - Entertainment
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Applications - Entertainment
PrioVR gaming
Applications – Aiding the Visually Disabled• Some forms of low vision can not be alleviated by use of
ordinary glasses• User wears non-transparent glasses with integrated displays,
experiences the world through a camera• Computer processed video stream
• Enhance contrast• Adjust colors• Night vision• Enlarged view
Applications – Aiding the Visually Disabled• Fisheye lense for reading text.
• Remapping around blind spots.
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Applications –Additional Vision Tricks• ”Edgertonian” eyes
• Freeze-frame effect, fast shutter• Reading text on a tire of a speeding car• Clearly seeing the rotor blades of a helicopter• Counting the number of bolts holding an airplane rotor together in mid-
air• Plus lots of other interesting effects
• https://www.youtube.com/watch?v=yr3ngmRuGUc
Applications –Additional Vision Tricks • Giant’s eyes
• Enhances depth perception of distant objects
Applications – First Response
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Applications – Social softwareUsually designed for urban settings. Interface to groups or
individuals.• Safety net
• Heart rate, perspiration, breath rate• Alert friends in case of abnormal values
• Friend finder
• Create a closer relationship with technology.• Move away from technology that competes with real life
• Ex: Take pictures and record videos as you experience them. Allows you to capture the experience and remain in the moment.
• There when you want it, gone when you don’t.• Ex: Glass is not in field of vision. Remain connected to
what you doing.
By bringing technology closer, we can get it more out of the way.
Google Glass
Development
Product concept of the Google [X] Moonshot
FactoryGoogle Glass
Google co-founder Sergey Brin, first Googler
spotted wearing GlassSan Franc is c o Chari ty Ev ent
February 20, 2013 application for Explorer Program
Events in LA, SF, NY
Google puts together v ideo
Vid Link
August 2011, a Glass prototype
Weighed 8 LBS
https://www.youtube.com/watch?v=eo29M8Yk3Qc
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How it worked
• Location: Sits above the line of sight
• Control: Look up to activate/ Look down to activate sleep mode
Glass
• Location: Inside the right arm of Glass
• Control: Links to Wi-Fi or devices with Bluetooth.
Wi-Fi/ Bluetooth
How it worked
• Location: Right arm of Glass• Control: By swiping and tapping touchpad
Touchpad
• Location: Right arm of Glass just behind the ear
• Control: Automatic voice commandsSpeaker
Voice CommandsGlass Feature Voice Command Explanation Take Picture “Ok Glass” take a picture Hands free and quickTake Videos “Ok Glass” take a video In the moment recordingVideo Chat “Ok Glass” video chat
[Person] Lets others see what your seeing
Send Texts “Ok Glass” send a text [Person]
Hand free texting like Siri
Translate “Ok Glass” translates [Word/Phrase]
Translates and recites back with proper pronunciation
Directions “Ok Glass” give direction to [Place]
Turn by turn directions
Weather “Ok Glass” what is the weather
Temperature, Chance of Rain and if it is currently sunny or cloudy
Google Hangout “Ok Glass” hangout[Group Name]
Group interactions with selected friends
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Medical Wearables• Wearable Belts• Sensor Insoles• Smart Clothing• Headsets• Patches• Respiratory Biofeedback and Body Sensor Networks• Sensors in Sheets
Smart Watches
• Sony SmartWatch, Apple iWatch, Galaxy Gear … • Uses NFC, Bluetooth, and RF technology for communication
• Pros & Cons• Pro: More integration, gateway to Internet of Things (IoT)• Con: Distraction on the road, battery life, smaller screens
Challenges
• Privacy• Price• Health risks• Accidents
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Wearable Computing & the Market• Growth in wearable Computing
• 35% growth by 2019
• Smartwatch will be leading product• Will rise by 41%
• Apple Watch market share• Account for 40% market share in 2015
• Fitness bands, smart eyewear, etc.• 36% percent market share this year